Attempt to increase
Happiness in a City
Outcomes
A 5-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.
[character] has listened to the grievances of the City's rulers and has reduced
Discontent.
- +1 Happiness level
[character] has listened to the grievances of the City's rulers and has reduced
Discontent, but this pandering has weakened your reputation.
- -1 Legitimacy
- +1 Happiness level
The Pacify City Mission of [character] has led to an event...
The subject's character rating shifts the dice where a Rating influence is shown, but does not change the reward amounts.
Events
⚠ Story weights are not in-game odds. Each story is gated by character/empire conditions (some hidden), so real frequency is filtered in ways the XML can't predict. The weight is the raw XML knob, not a probability.
20% of the time (a 1/5 dice
result) the mission fires an event instead of its normal reward — then one of the
11 stories below is drawn, and you pick a response.
Bracketed values like [character] are filled in with the actual names in-game.
Hunger in [city]
- ▸ Hire additional physicians to treat those in [city].
-160Money-40/city↗ turnGain a Doctor
+60Happinesseach city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_TRAIT_HUNGER_IN_CITY_OPTION_0_CITYaeAddSpecialistClasses: SPECIALISTCLASS_DOCTORaeBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ Buy
food from other nations to feed the hungry.
-160Money-40/city↗ turn
+50Food+15/city↗ turn
+60Happinesseach city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_FOOD_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=50aiGlobalYieldsPer: YIELD_FOOD=15BONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ We will not take action.Loses trait: Compassionate+40 XP to the charactergrantsBONUS_REMOVE_TRAIT_COMPASSIONATEaeRemoveTraits: TRAIT_COMPASSIONATEBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Market Unrest
- ▸ Establish organized guilds across [rival].Free law: GuildsgrantsBONUS_EVENTOPTION_MARKET_UNREST_OPTION_0_CHARACTERFreeLaw LAW_GUILDS
- ▸ Invest in trade reform in [city].
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Assemble a council to review monetary laws.
+60Happinesseach city↗ turnLaw-based opinion shift gated byLeaderSubject SUBJECT_FRUGALgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_EVENTOPTION_MARKET_UNREST_OPTION_2_FAMILYaiLawOpinion: LAW_ELITES=40 - ▸ There is nothing we can do right now.Remembered: Refused to change Law (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_MARKET_UNREST_OPTION_3_FAMILYMemory MEMORYFAMILY_REFUSED_LAW
Seditious Meetings
- ▸ Arrest [character] on charges of treason against [rival].Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ The court should investigate political reform in [city].-1 LegitimacyBegin project: Corruption ReformgrantsBONUS_EVENTOPTION_SEDITIOUS_MEETINGS_OPTION_2_CHARACTER_1iLegitimacy -1aeAddProjects: PROJECT_CORRUPTION_REFORM
- ▸ I will speak to these gatherings in person. Charming character / Inspiring / Blessed
+60Happinesseach city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_INSPIRING / SUBJECT_BLESSEDgrantsBONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
Divine Intervention
- ▸ May [city] continue to grow and thrive.grantsBONUS_EVENTOPTION_PACIFY_DIVINE_INTERVENTION_OPTION_0_CITYbHolyCityAgents 1bFreeTheology 1
Send Him Out!
- ▸ We will give them [character].Gain trait: Doomed
+40Happinesseach city↗ turn grantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMEDBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_0_PLAYER - ▸ They ask for too much. Teach them obedience.+1 Heavy Infantry unit1 rebel unit appeargrantsBONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_1_CITYiRebelUnits 1aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ I will meet with leaders of the rebellion.
+80Happinesseach city↗ turn-1 Legitimacy gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_2_PLAYERiLegitimacy -1
[rival] Pride
- ▸ We will add one of their number to the court.Gain a Court Minister
+20Civics+5/city↗ turn grantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_0_PLAYERaeBonuses: BONUS_CIVICS_GAIN_TINYAddCourtier: COURTIER_MINISTER=GENDER_FEMALE - ▸ Form militias of those willing to fight.+2 Militia
+120Training+30/city↗ turn grantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_1_CITYaiUnits: UNIT_MILITIA=2aeBonuses: BONUS_TRAINING_GAIN_LARGE - ▸ Host national celebrations in [city].Begin project: Triumph+1 CharismagrantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_2_CITYaeAddProjects: PROJECT_TRIUMPHBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
In the Balance
- ▸ Remove the Governor. He will be replaced.
+120Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120BONUS_RELEASE_GOVERNORbReleaseGovernor 1 - ▸ Refuse their demands.Gain trait: DoomedGain trait: RuthlessgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMEDBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS
- ▸ Establish a new guard to restore
order.
+60Happinesseach city↗ turn
-80Training-20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_DILIGENTgrantsBONUS_EVENTOPTION_PACIFY_IN_THE_BALANCE_OPTION_2aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_TRAINING_LOSS_AVERAGE
Local Corruption
- ▸ Those responsible must be purged and punished.
+120Happinesseach city↗ turn+1 Discipline grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ Allow [character] to choose how to handle this matter.
+40Happinesseach city↗ turnLeader relationship: Influenced By grantsBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ Punish some for show, and send all future
gold to the throne.
+60Happinesseach city↗ turn
+160Money+40/city↗ turn gated byLeaderSubject SUBJECT_CORRUPTgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
The City Steps
- ▸ He would make a good governor.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_0_CHARACTER_0iGovernorOfSubject 0 - ▸ We will keep an eye on this man of the people.Gain trait: Humble+40 XP to the charactergrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLEBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ The royal
treasury will invest in [city]'s ongoing debate. Begin project: Forum 1
+80Happinesseach city↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_2_CITYaeAddProjects: PROJECT_FORUM_1aeBonuses: BONUS_HAPPINESS_GAIN_AVERAGEBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30
Treason in [city]
- ▸ [character] has done me a great service.Gain trait: ImprisonedRemembered (all families): Curried favor to win approval (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_PACIFY_TREASON_IN_CITY_OPTION_0_FAMILYMemoryAllFamilies MEMORYFAMILY_CURRY_FAVOR
Well Connected
- ▸ Bring him into my confidence.Leader relationship: Conspiring WithgrantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
- ▸ The court will recognize his achievement.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ It is wise to honor the whole family.Remembered: Honored for one member's service (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_PACIFY_WELL_CONNECTED_OPTION_2_FAMILYMemory MEMORYFAMILY_HONORED_FOR_INDIVIDUALS_ACT